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Tailoring Questions

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Chaos

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Feb 12, 2002, 7:34:15 AM2/12/02
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Hi all,
Just two quick questions for you all. A long, long, time ago my Druid
decided he needed some armor, so I made him some patchwork. Being my first
char he is rather poor. Lately (at level 17) he has realized he needs better
armor. So I look at the next advancements in tailoring and they require
other items besides those that I can find on the ground.
For things like studs and steel bonings (I think that is right), is there
anywhere I can buy them? Like from a NPC Merchant, or do I need to take up
smithing just to get these things?

Second question, lot of sites mention types of Tailoring as being trivial at
certain levels. What does this mean?

Thanks in advance,
Chaos


Jbrone

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Feb 12, 2002, 8:13:28 AM2/12/02
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> Hi all,
> Just two quick questions for you all. A long, long, time ago my Druid
> decided he needed some armor, so I made him some patchwork. Being my first
> char he is rather poor. Lately (at level 17) he has realized he needs
better
> armor. So I look at the next advancements in tailoring and they require
> other items besides those that I can find on the ground.
> For things like studs and steel bonings (I think that is right), is there
> anywhere I can buy them? Like from a NPC Merchant, or do I need to take up
> smithing just to get these things?

I couldn't tell you since I skipped over that part and went straight to raw
and cured silk.

> Second question, lot of sites mention types of Tailoring as being trivial
at
> certain levels. What does this mean?

Trivial is the level of a skill in which you have a chance of being
successful. For instance, if raw silk armor is trivial at lets say 40, you
need to wait until you hit 40 to be succesful; although not too often.

> Thanks in advance,
> Chaos
>
>
>


Tim Fitzmaurice

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Feb 12, 2002, 8:49:34 AM2/12/02
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On Tue, 12 Feb 2002, Chaos wrote:

> For things like studs and steel bonings (I think that is right), is there
> anywhere I can buy them? Like from a NPC Merchant, or do I need to take up
> smithing just to get these things?

Smithing is needed to make them or buy them off a PC smith....they are
pretty common items to be had and most basic smiths can manage the studs.
PLus the stuff to make them with tend to be NPC merchant buyable.

> Second question, lot of sites mention types of Tailoring as being trivial at
> certain levels. What does this mean?

When your skill hits that trivial number you will no longer be able to
advance the skill making that item. The difference between the trivial and
your current skill should also be a rough guide to how hard it will be for
you to make something....bearing in mind that trival does NOT mean
automatic success you'll still fail every so often...

Tim
When playing rugby, its not the winning that counts, but the taking apart
ICQ: 5178568

jaZZmanian Devil

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Feb 12, 2002, 9:43:09 AM2/12/02
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Jbrone wrote:
> Trivial is the level of a skill in which you have a chance of being
> successful. For instance, if raw silk armor is trivial at lets say 40, you
> need to wait until you hit 40 to be succesful; although not too often.

Ummmmm...... no. That's partly right, partly wrong, and 100% confusing.
;-0

The trivial level is, first and foremost, the skill level at which you
can no longer get a skill increase from crafting a particular item.
Example: Let's say combining item "x" and item "y" in your sewing kit to
make some piece of armor trivials at sixteen. This means that if your
skill is anything *less* than sixteen, each time you combine x and y,
you have a chance of getting a skill increase whether you succeed or
fail. Once you reach a skill level of sixteen, every time thereafter
that you combine x and y, whether you succeed or fail, you'll get a
message saying that "you can no longer advance your skills from
combining these items." (Or something very close to that.) Now that item
is "trivial" to you. This doesn't mean that you will succeed 100% of the
time....... you won't. But you'll succeed a LOT more often than if your
skill was far below the trivial level.

You certainly don't need to have your skill *at* the trivial level to
attempt a piece and have a chance of success. In theory, with a
tailoring skill of two, you could combine all the required items in your
sewing kit for, say..... some monk's black panther armor. (Requires some
INSANE high skill level to do.) There's still a *CHANCE* that you could
succeed and make the piece. Of course, the odds are probably such that
betting single numbers on the roulette wheel in Vegas would begin to
look like a sure thing, but it could happen.

Generally speaking, the closer you can get your skill to the trivial
level of a given item, the higher your odds of success on any given
attempt. But you can, and will, try most of them before you reach that
level. Otherwise, how would you get there? ;-)

--
jaZZ md
- - - -
Braellaen: "Does anyone know the approx hit points of a rhino?"
Kirstin: "7. But they're *big* HP."

Thurgadin Quest Armor Guide:
http://myweb.servtech.com/~thegeorg/eq/thurgadin.htm

Richard

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Feb 12, 2002, 10:50:07 AM2/12/02
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"jaZZmanian Devil" <js...@stny.rr.com> wrote in message
news:3C6929FD...@stny.rr.com...

> Jbrone wrote:
> > Trivial is the level of a skill in which you have a chance of being
> > successful. For instance, if raw silk armor is trivial at lets say 40,
you
> > need to wait until you hit 40 to be succesful; although not too often.
>
> Ummmmm...... no. That's partly right, partly wrong, and 100% confusing.
> ;-0
>
> The trivial level is, first and foremost, the skill level at which you
> can no longer get a skill increase from crafting a particular item.
> Example: Let's say combining item "x" and item "y" in your sewing kit to
> make some piece of armor trivials at sixteen. This means that if your
> skill is anything *less* than sixteen, each time you combine x and y,
> you have a chance of getting a skill increase whether you succeed or
> fail. Once you reach a skill level of sixteen, every time thereafter
> that you combine x and y, whether you succeed or fail, you'll get a
> message saying that "you can no longer advance your skills from
> combining these items." (Or something very close to that.) Now that item

Actually, that was changed a while back, now you don't get that message when
you fail. This removes the assinine "You can no longer advance in skill
level..." followed by "You lacked the skill to combine...." Unfortunately,
it also means that you have to succeed in order to know that the item is not
trivial to you.

> is "trivial" to you. This doesn't mean that you will succeed 100% of the
> time....... you won't. But you'll succeed a LOT more often than if your
> skill was far below the trivial level.
>

Also, as your skill gets higher above the trivial level of the item, you
will succeed more often.

> You certainly don't need to have your skill *at* the trivial level to
> attempt a piece and have a chance of success. In theory, with a
> tailoring skill of two, you could combine all the required items in your
> sewing kit for, say..... some monk's black panther armor. (Requires some
> INSANE high skill level to do.) There's still a *CHANCE* that you could
> succeed and make the piece. Of course, the odds are probably such that
> betting single numbers on the roulette wheel in Vegas would begin to
> look like a sure thing, but it could happen.

I understand that the odds are somewhere between 2 and 5 percent for any
combine, no matter how low your skill.

>
> Generally speaking, the closer you can get your skill to the trivial
> level of a given item, the higher your odds of success on any given
> attempt. But you can, and will, try most of them before you reach that
> level. Otherwise, how would you get there? ;-)
>

--
Graeme Faelban, Barbarian Shaman of 48 seasons, Erollisi Marr <The
Appointed>
Tainniel, Halfling Warrior of 24 seasons, Erollisi Marr <The Appointed>
Ganwein, Wood Elf Ranger of 13 seasons, Erollisi Marr <The Appointed>
Vardan, Dwarf Paladin of 15 seasons, Erollisi Marr <The Appointed>
Giluven, Wood Elf Druid of 14 seasons, Erollisi Marr <Decadence>

Dan Day

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Feb 12, 2002, 4:07:53 PM2/12/02
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On Tue, 12 Feb 2002 08:50:07 -0700, "Richard" <richar...@netscape.net> wrote:
>> fail. Once you reach a skill level of sixteen, every time thereafter
>> that you combine x and y, whether you succeed or fail, you'll get a
>> message saying that "you can no longer advance your skills from
>> combining these items." (Or something very close to that.) Now that item
>
>Actually, that was changed a while back, now you don't get that message when
>you fail. This removes the assinine "You can no longer advance in skill
>level..." followed by "You lacked the skill to combine...." Unfortunately,
>it also means that you have to succeed in order to know that the item is not
>trivial to you.

Exact messages, in case anyone was wondering:

Success on a Trivial item:
You can no longer advance your skill from making this item.
You have fashioned the items together to create something new!

Failure on a Trivial item:
You lacked the skills to fashion the items together.

(Variation: If you fail on a combine that gives you some of
your ingredients back -- like getting the empty bottle back
on some brewing failures -- you also get:
You have fashioned the items together to create
an alternate product.
)

Success/failure on non-Trivial items are the same, except
for the lack of the "You can no longer advance" message.

And FYI, the reason the Trivial point is called, well, "trivial",
is because the "can no longer advance" message *used* to
say, "This item is trivial for someone of your skill level to make."
But that was changed because so many people were complaining,
"if it's trivial, how did I fail??"

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